Speakers Specific

See also

This page contains functions in direct relation to the Speakers key. See the hyperlink for more information on the keys themselves.

Additionally, see Dialogue for functions independent of the Speakers key.

DisplayCharacters

Shows each specified``”Speakers”:`` image/card from a Event.

"DisplayCharacters",
  "1",
  "2",
"EndLoop"

Instead of a number you can also use the nameID of that monster file to specify who you want to display, but they still must be listed in the "Speakers":.


Speaks

Puts the first character’s name in the "Speakers": key in the next box for the next string. Supplying a number in the function will make it move to the next character in "Speakers:".

Adding a numerical value directly at the end within the function will use the other speakers in the order their objects are included. Up to 12.

"Speaks2",
  "Are those imps?",
"Speaks",
  "They're coming this way!",
"Speaks7",
  "Hello it's me, an imp."

"Speaks" is also capable of being used in lossScenes & victoryScenes, which will refer to the Monster Creation’s "name" key within the json.

"Speaks",
  "Wow I didn't know you could lift that many imps at once!",
"Speaks2",
  "I didn't either someone help me."

SetPostName

Sets the end of a monsters name to a thing, can be used to make attack titles appear in events. Will affect all speakers, and persist for all "Speaks" calls until it’s manually set blank.

"SetPostName", " - Fancy Attack Name!"

After the attack is performed…

"SetPostName", ""

SetFlexibleSpeaker & FlexibleSpeaks

Using "SetFlexibleSpeaker" sets a speaker to be used from the "Speakers": key whenever "FlexibleSpeaks" is called.

"FlexibleSpeaks" otherwise works just like the "Speaks" function. Used for niche cases where you want to change the speaker, but not the entire scene. See Manticore, Onis, or Shizu.

"SetFlexibleSpeaker", "2",
"FlexibleSpeaks",
  "It's me, speaker2!",
"SetFlexibleSpeaker", "3",
"FlexibleSpeaks",
  "Now it's me, speaker3!"